Star Trek The Next Generation: A Final Unity - Player’s Guide Intercept The opening sequence has you staring down a Warbird’s disruptors, but talk to Data and you’ll find a calculated risk will break their hold. Also, remember Riker’s advice about the Garidians’ respect of strength if you feel like avoiding a fight. Talk to all the dissidents and especially T’Bak, who knows a Vulcan who might provide enlightenment on the fifth scroll. Set course for Horst III but remember Federation regulations regarding distress calls. Merten’s Station Away team tip: A medical and engineering emergency means these Enterprise specialists are at a premium. The transporter room is a key location for solving the first part of your mission. An injured woman lies trapped under a cable, but after you’ve relieved some of the pressure, you’ll need to obtain exact co-ordinates to get her out. Discretion is required, and remember it’s safer to beam inanimate matter than living tissue. Once you’ve revived Dr Bennett, she should be able to help you restore life support. Your next task lies in engineering, where an alien device is siphoning power from the station. You can’t affect it directly from there, but examine it thoroughly anyway. From a nearby lab you can fool the device into thinking its ‘free milk’ has dried up, but don’t be tempted to follow, because the station’s still in danger! Although you can play it safe in the Core Control room, you’ve got one of the finest engineers in Starfleet, so use him! Dr Griems may be a cantankerous old sod, but he’s impressed by the right techno-jargon, so humour him and a solution should be forthcoming. That done, and Merten’s station is saved! Hearty slaps on the back and drinkies in ten forward all around. Horst III Dash back to Horst III, where a Vulcan with a humour bypass can tell you more about the fifth scroll. Remember, Starfleet Admirals rarely call in for just a quick chat, so earn yourself some brownie points by seeking out a lost lamb. Morrasia Away team tip: The Morrasians are a matriarchy and respond best to a predominantly female team. Morrasia may be a veritable paradise, but there’s dirty work afoot here Watson! And this is the mission which most exercises your detective prowess. It’s especially important to take careful note of your conversations with Morrasia’s residents, as they will help you deduce the solution to Dr Hyunh Foertsch’s disappearance. After you’ve talked with the Constable, begin at the Doctor’s lab. Investigate the specimens and you’ll soon discover all is not as it seems in this garden paradise. Get in touch with Tracker Melas and question her thoroughly - she should provide you with some useful background information. Visiting Constable Lliksze will yield further insights, and your initial round of investigation should finish with a quiet word with Consultant Lydia. However, no-one ever solved everything in the lab, so further field work is required. The three Field Units and the Bioprobe can provide you with additional information from the Biotopes, but you’ll have to return to the lab to interpret the results. Before you can even begin, you must find a source of power and eventually, somewhere to recharge it. Armed with your newly acquired evidence, you can contact Healer Zzolis and discover a link which should lead you to Watcher Tzudan at the quarantine shelter. His information will confirm the identity of the culprit and you should then have enough evidence to present a credible case to the Constable. However, even when you’ve rescued the good Doctor, your task is not complete, as a dangerously mistagged species of Reptile is on the rampage. You’ll need to reconfigure the habitat’s power fields and enlist the Doctor’s assistance to spring a trap which will bring about its capture. After this, consider promoting Butler to the position of Lt Commander, just for a laugh. A Short Interlude T’Bak has an intriguing suggestion which links the situation on Morrasia with the home of the fifth scroll. Fly off in hot pursuit of the scheming Ferengi Arumat, but once he’s in your sights act quickly to restrain his flight and he’ll hand over the location of the fifth scroll and some extra info. Celebrate by having Wesley Crusher: a) thrown into the brig, b) marooned on the nearest asteroid, c) beamed down onto the Planet of Perpetual Pain, or d) simply hurled out of the nearest airlock. Frigis Away team tip: A balanced away team, especially one with musical and technical leanings, could prove useful. Chancellor Laraq will be able to fill you in on the current situation on Frigis and the rivalries between the various cults. Your first port of call is the temple of the Chanters. Be polite and you’ll be rewarded with a rendition and a memento of your visit, but pay attention to which parts of the decor are missing. Your next stop is the farthest temple, where you’ll encounter Madia and an impenetrable forcefield. Rude as she is, Madia has also lost something, so perhaps you might butter her up by eventually getting it back? Your final destination is the temple of the Seekers, a Gatekeeper and a sort of Riddles of the Sphinx session. Be clever if you must, but your memento from the Chanters will provide enlightenment. Inside, Aelont is trapped in a stasis field, but a quick crash course in Chodak will allow you to free him. He’s very grateful and will give you two talismans and access to three objects the Seekers have won in the Declarion. Work out who’s missing what, return the objects and you should receive further musical gifts and a new path to explore. If music be the food of love, play on... and one of your orchestrions should provide a novel mode of transport. Once in the floor puzzle room, you’ll need all four orchestrions to progress. This is quite tricky, so make your tests from a safe position, but if you really get stuck, map out which floor panels correspond to each tune to * get through. A talisman will open the final barrier and then you’ve got a clear run to the fabled, fabulous fifth scroll. You’re happy, the Garidians are happy, but events are about to take an entirely new and sinister turn. The Romulan Invasion Holy hootin’ heck, the Romulans are a comin’. Go to the aid of the beleaguered outpost, follow Commander Chan’s orders and you’ll soon be mixing it with what seems like the entire Romulan fleet. But you’re big, you’re tough and you’ve got a Galaxy class starship, so don’t be afraid to give them some stick. An old Klingon mate of Worf’s has a few things to say, as well as some novel ideas on POW treatment, but you should end up back on course for Horst III, via a slight diversion to Frigis. This will yield yet more information on the Chodak and, more importantly, some technology to help you with your quest. Horst III Away team tip: An away team with archaeological and technical expertise is your safest bet here. Shanok and his team have fled, so you can actually beam down onto the planet. Blast your way into the installation, examine everything and use your newly acquired technology to discover the location of Allanor, the administrative capital of the Chodak empire. Lwaxana Troi arrives out of the blue. Book leave on a two- week archaeological expedition to the remotest planet in the sector. Allanor Away team tip: A previously underused member of the away team squad is invaluable here. Investigate your beam down site thoroughly, but let sleeping dogs lie for the moment. You can manufacture an exit but don’t leave yet, as you’ll need a ‘foreign object’. Once you’ve got it, run like crazy to avoid the drone’s attentions and in the next room, you’ll find further info and a reactivation switch for the station; while a repair unit will yield a way to deactivate the drones. To get past the next door, consider a question of timing and use your inhibitions. The far side needs an on-off approach which will drain resources and allow you to take a pot shot. You’ll now meet the Chodak for the first time, but insist that you’ve got to go it alone in your search and don’t let them know what you’re carrying. You’ll find an alien transporter, so experiment with the settings to find a way through and a way back, but buy enough time to return to your team for the beam out. You’ll then come to a problem with an automated disruptor. Don’t make any sudden moves, but investigation will yield a way of re-tuning your phasers. Move quickly and once you’re in the large hall, tap into the main computer and this is most important! Record the information immediately - if you don’t, you won’t be able to finish the game. Once the fiendish Chodak have departed, beam out of there as fast as possible. Oh the burden of command! Mr Worf singing Klingon Opera’s greatest hits, combined with the tense situation, keeps you awake all night. The Unity Device Away team tip: Command decisions call for command personnel. Once you’re on the surface, make for the transporter but don’t be surprised if you’re left feeling all alone. From here on, it’s a race between the three commanders for the Unity Device and after you’ve taken a shuttle, prepare to play an ancient and rather sadistic Chodak game. Remember, as far as Admiral Brodnack is concerned, it’s definitely a case of ‘no pain, no gain’ at this point. After you’ve worn him down, you’ll need to deal with the field generator. Examine all of the components carefully and a combination should help you get the initial idea, but you’ll need everyone’s help to completely deactivate it. Moving on, and an artefact from your future self will bridge a chasm, but don’t leave anyone behind and you’ll obtain a symbol giving access to the Unity Device. A frozen servant of the Chodak will test you, but will prove to be Pentara’s undoing if you pick the right responses. In the company of Brodnack, your final destination is the Guardian of the Unity Device itself, but remember the prime directive and don’t give way to past prejudices. Brodnack makes the ultimate sacrifice and then you’re left to view the spectacular aftermath and conclusion to what, we’re sure you will agree, has been a truly epic adventure. Combat Tips When you have a spare moment, practise manoeuvres with the Enterprise. The best control method seems to be on manual using the key pad. Remember, if you’re not too confident, hand control back to Worf, who’s a very competent tactician. Prepare yourself before a battle. Take over engineering and distribute power to the relevant systems. Remember, if you are really cruisin’ for a bruisin’, you don’t want to give power to the namby pamby sensor array. Instead you want full power to the shields and phasers. Experiment with the degree settings to find your optimum attacking Photon spread. The Enterprise has 360-degree firepower from its phaser banks, so don’t be afraid to rake passing ships from all angles. If all seems lost, don’t be afraid to run away. Sometimes, if you quickly nip back to the Bridge during a fight, the opposition simply fades away. Away Team Mission Tips Think about the type of mission you’re going on and pick your away team accordingly. It’s really a case of horses for courses, but there are some unusual optimum away teams. Data is probably the best all round character. A Final Unity is a very conversational game, so pay attention to what your learn as it will often provide clues to help you progress. Use your equipment. The trusty tricorder is brilliant and can often detect more than the naked eye alone. It also records the last ten conversations, so if you think you’ve missed anything, check it again. Should you have your phasers on stun? Well sometimes... Remember they have several settings, so don’t be afraid to crank them up when you need more power. Above all, you just have to try to think and act like a Federation officer.